Artificer
Base Class: Artificer

A Bombardier is an Artificer who uses a mixture of reagents, magics, and technologies, and constructs them into arcane explosives that have a variety of different uses, primarily focused on trap setting. They also tinker and explore with new artisan's tools, taking advantage of the cartographer's tools to create magically enhanced maps that allow for greater awareness and strategic planning.

Artificer's of many walks of life may become Bombardiers. Whether they be part of the formal military as both a scientist and bomb squad member, or perhaps a sequestered hermit who likes to blow up those who dare trespass on their lands, the Bombardier allows for a fun, trap setting gameplay experience, by taking a favored device of many DM's, Traps, and placing them in the hands of the players. This is the first rendition and I will be revising it upon feedback.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with cartographer’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Bombardier Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bombardier Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level

Bombardier Spells

3rd

Alarm, Guiding Bolt

5th

Arcane Lock, Knock

9th

Clairvoyance, Glyph of Warding

13th

Compulsion, Dimension Door

17th

Mislead, Scrying

Arcane Explosive

Starting at 3rd level, after finishing a long rest you can create 3 Arcane Explosive using your Tinker’s Tools. At level 3 you know how to make 3 different types of Arcane Explosive from the options below. You can create additional explosives by spending an hour to make them, this can coincide with a short rest. You learn how to make an additional type of Arcane Explosive whenever you gain a new Bombardier feature, and you can also replace one Arcane Explosive you know with another one. Your max number of explosives is equal to your half your level in this class. If you create more than this limit, the oldest of your explosives become inactive.

The saving DC for your bombs equals (8+proficiency bonus+INT). You have advantage on the saving throws of your bombs and if you succeed you suffer no effect. Your allies have advantage on the saving throw if the bomb was placed, they know what kind it is, and they know whether it is a Pressure or Timed Explosive. All your explosives have a blast radius of 10ft.

You Arcane Explosives have three possible methods of detonation, which must be announced to the DM before you activate them.

Impact Explosive: This bomb blows when it makes considerable impact. You can throw this bomb up to 30ft away. This counts as a projectile.

Pressure Explosive: When placed you can designate up to 10 people that this bomb won’t be triggered by. Any undesignated creature that steps on the bomb triggers it causing it to blow.

Timed Explosive: You set a timer causing the bomb to blow after either 1 minute, 5 minutes, 10 minutes, 30 minutes, or in increments of hours up to 6 hours.

Map of Scrying

At 5th level, using your cartographer’s tools, you can spend 1 hour to create a Map of Scrying and its corresponding Arcane Radar. Both these items are Tiny objects that can take the appearance of whatever you choose. Your Arcane Radar emits a force in a 60 foot cube, centered on itself that moves with it, that copies its surroundings onto your Map of Scrying. The map shows in real time the level of terrain that the Arcane Radar is on, as well as all creatures within the 60 foot cube, and all of your Arcane Explosives. It doesn’t tell you the elevation of creatures within the square, but it does tell you the creature's size.
You and individuals you view as allies appear blue on the map, with their name under their icon. Currently hostile creatures are red, all other creatures appear black, and your traps are marked green. The Arcane Radar has an unlimited range, however it doesn’t work if you are on a different plane than the radar. If you make another Arcane Radar, the first one becomes inactive. Invisible creatures do not appear on your map, and anti-magic zones appear blank on your map.

Trap Savant

Trap Savant: You have spent a lot of time learning and discovering new types of traps, making you adept with them. You have advantage on Intelligence (Investigation) checks to find traps, as well as on ability checks to disable traps.

You can also take a minute to look at trap, and after doing so you learn:

  • What kind of trap it is/how it works/what it does
  • If it is magical. If so, what school of magic it belongs to.

Hijack

Instead of disarming a magical trap, you can roll against the trap’s DC to instead attempt to hijack it. If you succeed, you magically take control of the trap, and can set a condition for which the trap will trigger in the next 24 hours. A sensation goes off in your mind when the trap has been triggered, even if you are on another plane. After 24 hours if the trap has not been triggered, you lose your control over it.

Improved Equipment

By 15th level you have become a true master of your craft, and as such have upgraded your equipment to a new level.

  • Your Arcane Explosive blast radius increases to 15 feet
  • Your Arcane Radar’s range increases to a 120 foot cube
  • You now add your Intelligence modifier to your damaging explosives
  • You can now have two Maps of Scrying and Arcane Radars
  • Your Timed Explosives can now be detonated up to 12 hours later, and you become immune to their effects now.

Arcane Explosives

Blaze Mine:

An explosion of flame that damages its surroundings. Any creature in the blast radius must make a Dexterity saving throw. On a fail creatures take 2d8 fire damage, on a success they take half. This explosion also destroys anything flammable of a non-magical nature that isn't being worn and can destroy terrain in the direction of the blast creating things like cave-ins or holes in the ground. The damage increases to 3d8 at level 11.

 

Frost Mine:

An explosion of frost and ice that freezes everything. Any creature caught in the blast radius must make a Dexterity saving throw. On a fail, creatures take 2d6 cold damage and have its remaining speed reduced by half until the end of its turn. On success they take half damage and their speed isn’t reduced. The area of effect is now considered difficult terrain. The damage increases to 3d6 at level 11.

 

Shock Mine:

An explosion of electricity that shocks it’s targets. Any creature in the blast radius must make a Dexterity saving throw. On a failure creatures take 2d8 lightning damage, on success they take half damage. Creatures wearing/made of metal make this saving throw at disadvantage and take an additional 1d4 damage. The damage increases to 3d8 and 2d4 at level 11.

 

Sonic Mine:

An explosion of sound that can be heard from a distance. Any creature caught in the blast radius must make a Constitution saving throw. On a fail creatures take 2d8 thunder damage, on success they take half damage. This blast creates a sound that can be heard from 300 feet away. The damage increases to 3d8 at level 11.

 

Acid Mine:

An explosion of acid that corrodes your targets. Any creature caught in the blast radius must make a Dexterity saving throw. On a fail, creatures take 2d8 acid damage and half of that at the start of their next turn, on a success they take half damage, and don’t take damage on their next turn. The damage increases to 3d8 at level 11.

 

Poison Mine:

An explosion of poisonous gas that affects it’s targets. Any creature caught in the blast radius must make a Constitution saving throw. On a fail, creatures take 2d6 poison damage, and are poisoned for an hour. On a success they take half damage and aren’t poisoned. The damage increases to 3d6 at level 11.

 

Sleeper Mine:

An explosion of gas that harmlessly puts it’s targets to sleep. Any creature caught in the blast radius must make a Constitution saving throw. On a failed save they fall unconscious for 1 hour until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

 

Stunning Mine:

 An explosion of a stunning wave of magical energy. Any creature caught in the blast radius must make a Constitution saving throw. On a failed save the target is stunned for 1 round. They can repeat this save at the start of their turns.

 

Flash Bang:

 An explosion of sound and light that disorients it’s targets. Any creature caught in the blast radius must make a Constitution saving throw. On a failed save the target is Blinded and Deafened for 1 minute.

Previous Versions

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1/14/2021 4:41:37 AM
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1/15/2021 3:52:27 PM
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